2012-02-04, 07:05 | Link #41 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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2012-02-04, 08:18 | Link #42 | |
Sensei, aishite imasu
Join Date: Mar 2008
Location: Hong Kong Shatterdome
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That probably will add to long term turnover rate of soldiers. Unfortunately yes. Though the fact that critical injuries have long term negative effects on soldiers suggests that vets won't be entirely invincible, even if they might not be quite as prone to instant death.
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2012-02-04, 09:34 | Link #43 | |
NYAAAAHAAANNNNN~
Join Date: Nov 2007
Age: 35
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2012-02-04, 09:36 | Link #44 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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Because troops are not going to drop like flies like in the Original, Fraxis probably decided that they instead make soldiers retire after suffering too much PTSD. As McArthur said, soldiers don't die; they just fade away. So instead of soldiers dying, you give them an honourable discharge. Though really, it isn't going to affect the game much over all, as that only applies if for some miracle, the soldier got hit by plasma and lived. But still, I question the need to have this change when it isn't going to happen often.
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2012-02-04, 11:08 | Link #45 | ||
Sensei, aishite imasu
Join Date: Mar 2008
Location: Hong Kong Shatterdome
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Rockpaper shotguns interview part 3 http://www.rockpapershotgun.com/2012...n-xcom-part-3/ Topic: mod support Quote:
Also, the Xcom HQ interactive thingy It seems there are five seperate research/construction related buildings. Science labs/engineering:The basic manufacturing facilities. Though there is mention that the Xcom tech tree branches enough that in most playthroughs you won't be able to construct everything. Workshop/laboratory: These buildings increase the efficiency of construction projects at engineering/science labs. The workshop will also give a random rebate on things constructed. The Foundry: A seperate construction facility that seems dedicated to large construction projects. They mention the HWP, but it also seems likely that this is where you construct aircraft as well. Another thing I've noticed. It seems that Firaxis is trying to streamline menu options into base facilities. The geoscape seems to be accessed through the control room, the situation room gets you into contact with the funding nations, the armory allows you to custom your troopers kit/experiance. It looks like they're trying to up the immersion factor of you being the commander of Xcom, with the player character being sequestered inside the base and his interactions with the outside world being handled through specific command buildings.
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Last edited by Roger Rambo; 2012-02-04 at 12:06. |
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2012-02-04, 12:36 | Link #46 |
Know who you are
Join Date: Feb 2007
Location: Resides within the depths of Ned infested Glasgow
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Sorry but I can't really accept 6 troops per mission, thats too small.
I think 8 would have been a better number. Putting meat shields aside I prefered having option on how to deal with certain sits and having a bigger number of troops with different equipment was one of my favorite things about the old games. I enjoyed games like Commandos for what they were which was much more specific in how you played where as X-Com was more how you wanted to played, while yes it will probably still be that way but not as much as I would like.
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2012-02-04, 13:10 | Link #47 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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The reason why I think tanks will have a separate unit count, is that the Antfarm link claim that the tanks would be expensive. If they are expensive, then they need to compensate by surpassing the unit cap. No point using a tank for a meatshield if it means you lose out on bringing in an extra skilled soldier. And in the new game, having one less soldier would be a big deal. Fraxis claim they want people to be unable to have jack of all trades armies. As in, they want you to be forced to decide what your individual soldier loadouts would be before sending them out, and that once they are out there they are stuck with what you gave them until they come home. Actually, it's not so different from old school X-com; remember the 80 item cap per vessel? It is impossible to fully arm everyone if you have a full 26 soldier Avenger. One gun and a spare ammo clip is all you could fit in that situation. As such it is impossible in the old game to play properly with any more than 15 soldiers in any map. Unless you have unarmed rookies running around. In the old game it was more economical to bring a tank or two to use up the spare slots that were unused.
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Last edited by Vallen Chaos Valiant; 2012-02-04 at 13:37. |
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2012-02-04, 19:15 | Link #48 |
Carbon
Join Date: Nov 2003
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There's also a new type of grenade that acts like a long range camera that stays on the field
though I'm guessing aliens can shoot that camera if they notice it As for arming everyone. I found that laser riffles do a decent job even towards the end of the game. It's ammo free, and most importantly accurate. But it's as you said, my core team is really less than 8 people, and two of those people are psychics that stay safe out of sight. The rest are just optional mini launcher mules
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2012-02-05, 14:24 | Link #50 |
Gamilas Falls
Join Date: Feb 2008
Location: Republic of California
Age: 47
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The old missiles around corners or if you did it right, thought windows, was always fun in X-Com 2. Though my fights tended to have a lot of collateral damage. as I would blow up building were I though aliens were, or missed out on a bunch of tech because I would shoot a missile up to the alien command centers because they always had a snipper or missile launcher guy up there. It was that or running out of men and women for when they invaded by bases. Especially the small outposts I tended to put around the planet to increase my radar range.
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2012-02-06, 10:46 | Link #53 | |
NYAAAAHAAANNNNN~
Join Date: Nov 2007
Age: 35
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You can harvest the stunned aliens too if you want. And all the elerium and $$ to arm your entire crew with Blaster Bomb launchers and make the next alien incursion look like a real World War 3.
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2012-02-06, 14:22 | Link #54 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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I wonder something similar might be possible in the new Xcom game? The catch is, it might be possible to annihilate the alien base that way. I envision a siege, where the Aliens realised that they couldn't get food nor fuel for months. And they slowly cannibalise both electric hardware for power and even literal cannibalism for food. And if you do this long enough, eventually the base dies.
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2012-02-06, 14:42 | Link #55 | ||
NYAAAAHAAANNNNN~
Join Date: Nov 2007
Age: 35
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2012-02-06, 16:36 | Link #56 | |
Sensei, aishite imasu
Join Date: Mar 2008
Location: Hong Kong Shatterdome
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2012-02-06, 17:57 | Link #57 |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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Yeah, I can't bring myself to do that either. As soon as I got all the PSI soldiers and all the research I need, I will swap all the Psi labs and laboratories for storage units. Got to hoard the Elerium/Zrbite.
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2012-02-07, 00:40 | Link #58 | |
NYAAAAHAAANNNNN~
Join Date: Nov 2007
Age: 35
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UFOpaedia put it rather aptly :
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Who cares if the nation doesn't want to fund me? I am still selling Elerium to them.
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2012-02-07, 03:23 | Link #59 | |
Logician and Romantic
Join Date: Nov 2004
Location: Within my mind
Age: 43
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2012-02-07, 03:35 | Link #60 |
Uncaring
Join Date: Sep 2010
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Excellent. An X-Com game would be very welcome. I remember X-COM (when it was still called UFO) 1's tension was actually pretty high. The aliens could pop up and kill you with one shot at the beginning of the series when you had nothing and the sounds of doors beyond the cloud of war opening and closing got the blood flowing. The last 2 X-Com style titles (the UFO series) were much less enjoyable.
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science fiction, turn-based strategy |
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